/Engine/Source/Runtime/Engine/Classes/GameFramework/GameNetworkManager.h
Handles game-specific networking management (cheat detection, bandwidth management, etc.).
class AGameNetworkManager : public [AInfo](API\Runtime\Engine\GameFramework\AInfo)
int32
AdjustedNetSpeed
Current adjusted bandwidth per player, based on total and dynamic bandwidth
float
BadPacketLossThreshold
If packet loss goes over this value, we have bad packet loss. Value is between 0 and 1.
int32
BadPingThreshold
If average ping is higher than this threshold in ms, determine the server is either delaying packets or has bad upstream.
uint32: 1
bHasStandbyCheatTriggered
Used to determine whether we've already caught a cheat or not
uint32: 1
bIsStandbyCheckingEnabled
Used to determine if checking for standby cheats should occur
bool
bMovementTimeDiscrepancyDetection
Whether movement time discrepancy (speed hack) detection is enabled.
bool
bMovementTimeDiscrepancyForceCorrectionsDuringResolution
Whether client moves should be force corrected during time discrepancy resolution, useful for projects that have lenient move error tolerance/ClientAuthorativePosition enabled.
bool
bMovementTimeDiscrepancyResolution
Whether movement time discrepancy resolution is enabled (when detected, make client movement "pay back" excessive time discrepancies)
bool
bUseDistanceBasedRelevancy
If true, actor network relevancy is constrained by whether they are within their NetCullDistanceSquared from the client's view point.
float
CLIENTADJUSTUPDATECOST
CLIENTADJUSTUPDATECOST is the bandwidth cost in bytes of sending a client adjustment update.
bool
ClientAuthorativePosition
If client update is within MAXPOSITIONERRORSQUARED of what the server expects then the client is authoritative on it's final position
float
ClientErrorUpdateRateLimit
Minimum delay between the server sending error corrections to a client, in seconds.
float
ClientNetCamUpdateDeltaTime
Minimum delay between calls to ServerUpdateCamera, in seconds.
float
ClientNetCamUpdatePositionLimit
Camera position change limit, when exceeded allows an immediate ServerUpdateCamera call.
float
ClientNetSendMoveDeltaTime
ClientNetSendMoveDeltaTime is the default minimum time delta of CharacterMovement client moves to the server.
float
ClientNetSendMoveDeltaTimeStationary
ClientNetSendMoveDeltaTimeStationary is used when players are determined to not be moving or changing their view.
float
ClientNetSendMoveDeltaTimeThrottled
ClientNetSendMoveDeltaTimeThrottled is used in place of ClientNetSendMoveDeltaTime when player count is high or net speed is low.
int32
ClientNetSendMoveThrottleAtNetSpeed
When player net speed (CurrentNetSpeed, based on ConfiguredInternetSpeed or ConfiguredLanSpeed) is less than or equal to this amount, ClientNetSendMoveDeltaTimeThrottled is used instead of ClientNetSendMoveDeltaTime.
int32
ClientNetSendMoveThrottleOverPlayerCount
When player count is greater than this amount, ClientNetSendMoveDeltaTimeThrottled is used instead of ClientNetSendMoveDeltaTime.
float
JoinInProgressStandbyWaitTime
The amount of time to wait before checking a connection for standby issues
float
LastNetSpeedUpdateTime
Last time AdjustedNetSpeed was updated for server (by client entering or leaving)
float
MaxClientForcedUpdateDuration
MaxClientForcedUpdateDuration is the maximum time duration over which the server will force updates, after MAXCLIENTUPDATEINTERVAL is initially exceeded.
float
MaxClientSmoothingDeltaTime
MaxClientSmoothingDeltaTime is the maximum delta time between server updates that clients are allowed to smooth between for position interpolation.
float
MAXCLIENTUPDATEINTERVAL
MAXCLIENTUPDATEINTERVAL is the maximum time between movement updates from the client before the server forces an update.
int32
MaxDynamicBandwidth
Maximum bandwidth set per connection after splitting TotalNetBandwidth
float
MaxMoveDeltaTime
MaxMoveDeltaTime is the default maximum time delta of CharacterMovement ServerMoves.
float
MAXNEARZEROVELOCITYSQUARED
MAXNEARZEROVELOCITYSQUARED is the square of the max velocity that is considered zero (not corrected) in net play
float
MAXPOSITIONERRORSQUARED
MAXPOSITIONERRORSQUARED is the square of the max position error that is accepted (not corrected) in net play
int32
MinDynamicBandwidth
Minimum bandwidth set per connection after splitting TotalNetBandwidth
float
MovementTimeDiscrepancyDriftAllowance
Accepted drift in clocks between client and server as a percent per second allowed.
float
MovementTimeDiscrepancyMaxTimeMargin
Maximum time client can be ahead before triggering movement time discrepancy detection/resolution (if enabled).
float
MovementTimeDiscrepancyMinTimeMargin
Maximum time client can be behind.
float
MovementTimeDiscrepancyResolutionRate
During time discrepancy resolution, we "pay back" the time discrepancy at this rate for future moves until total error is zero.
float
MoveRepSize
Average size of replicated move packet (ServerMove() packet size) from player
float
PercentForBadPing
The percentage of clients with bad ping before triggering the standby code
float
PercentMissingForRxStandby
The percentage of clients missing RX data before triggering the standby code
float
PercentMissingForTxStandby
The percentage of clients missing TX data before triggering the standby code
float
ServerForcedUpdateHitchCooldown
Ignore forced client movement updates when server hitch was detected within this amount of time in the past.
float
ServerForcedUpdateHitchThreshold
Ignore forced client movement updates when server hitches for longer than this duration.
float
SeverePacketLossThreshold
If the packet loss goes over this threshold, we have severe packet loss. Value is between 0 and 1
int32
SeverePingThreshold
Similar to BadPingThreshold, but used to track exceptionally bad pings.
float
StandbyRxCheatTime
The amount of time without packets before triggering the cheat code
float
StandbyTxCheatTime
The amount of time without packets before triggering the cheat code
FTimerHandle
TimerHandle_UpdateNetSpeedsTimer
Handle for efficient management of UpdateNetSpeeds timer
int32
TotalNetBandwidth
Total available bandwidth (in bytes/sec) for listen server, split dynamically across net connections